feat(android): tap-to-toggle HUD visibility (A1)
On Android, a short tap on the empty game area (not on a card) toggles the HUD band, info column, and action bar between Visible and Hidden. Layout recomputes with band_h=0 when hidden so cards fill the full screen. Any modal open restores the HUD to Visible automatically. - hud_plugin: HudVisibility resource, HudBand/HudColumn/HudActionBar markers, apply_hud_visibility (fires synthetic WindowResized), restore_hud_on_modal, and Android-only toggle_hud_on_tap + HudTapTracker (15 px slop, skips card taps via DragState.is_idle()) - layout: compute_layout gains hud_visible: bool; passes band_h=0.0 when hidden; all callers updated - input_plugin: TouchDragSet (AfterStartDrag / BeforeEndDrag) public system-set anchors for cross-plugin ordering - table_plugin: setup_table + on_window_resized read HudVisibility and pass hud_visible to compute_layout - Desktop behaviour is unchanged (HudVisibility always Visible, tap system is #[cfg(target_os = "android")] gated) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -36,7 +36,14 @@ use crate::events::{
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};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::GameMutation;
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#[cfg(target_os = "android")]
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use crate::input_plugin::TouchDragSet;
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use crate::layout::LayoutSystem;
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#[cfg(target_os = "android")]
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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#[cfg(target_os = "android")]
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use crate::resources::DragState;
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use crate::selection_plugin::SelectionState;
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use crate::time_attack_plugin::TimeAttackResource;
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use crate::ui_focus::{FocusGroup, Focusable};
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@@ -119,6 +126,37 @@ pub struct HudDrawCycle;
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#[derive(Component, Debug)]
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pub struct HudSelection;
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/// Marker on the HUD band background node (the translucent band behind buttons).
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#[derive(Component, Debug)]
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pub struct HudBand;
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/// Marker on the HUD score/info column root node.
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#[derive(Component, Debug)]
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pub struct HudColumn;
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/// Marker on the action button bar root node.
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#[derive(Component, Debug)]
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pub struct HudActionBar;
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/// Controls whether the in-game HUD (band, score column, action buttons) is
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/// visible. Toggled on Android by tapping empty board space; always `Visible`
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/// on desktop. Resets to `Visible` whenever a modal opens.
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#[derive(Resource, Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub enum HudVisibility {
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#[default]
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Visible,
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Hidden,
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}
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#[cfg(target_os = "android")]
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#[derive(Resource, Debug, Default)]
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struct HudTapTracker {
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start_pos: Option<bevy::math::Vec2>,
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}
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#[cfg(target_os = "android")]
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const HUD_TAP_SLOP_PX: f32 = 15.0;
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/// Drives the score-readout pulse: scales the [`HudScore`] text from
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/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
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/// [`AnimSpeed`](solitaire_data::AnimSpeed)). Inserted on the score
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@@ -350,6 +388,7 @@ impl Plugin for HudPlugin {
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.add_message::<WinStreakMilestoneEvent>()
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.init_resource::<PreviousScore>()
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.init_resource::<HudActionFade>()
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.init_resource::<HudVisibility>()
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// Escape-close handlers for popovers read this; init defensively
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// so HudPlugin works under MinimalPlugins in tests.
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.init_resource::<ButtonInput<KeyCode>>()
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@@ -358,6 +397,11 @@ impl Plugin for HudPlugin {
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.add_message::<WindowResized>()
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.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
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.add_systems(Update, update_hud.after(GameMutation))
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.add_systems(
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Update,
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apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
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)
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.add_systems(Update, restore_hud_on_modal)
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.add_systems(Update, update_won_previously.after(GameMutation))
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.add_systems(Update, announce_auto_complete.after(GameMutation))
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.add_systems(Update, update_selection_hud)
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@@ -403,6 +447,17 @@ impl Plugin for HudPlugin {
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// `paint_action_buttons` would clobber the alpha back to 1.0
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// mid-fade and produce a visible blip.
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.add_systems(Last, (update_action_fade, apply_action_fade).chain());
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#[cfg(target_os = "android")]
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{
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app.init_resource::<HudTapTracker>()
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.add_message::<bevy::input::touch::TouchInput>()
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.add_systems(
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Update,
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toggle_hud_on_tap
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.after(TouchDragSet::AfterStartDrag)
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.in_set(TouchDragSet::BeforeEndDrag),
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);
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}
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}
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}
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@@ -434,6 +489,7 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
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// entities and rendered behind UI regardless).
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ZIndex(Z_HUD - 1),
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SafeAreaAnchoredTop { base_top: BASE_TOP },
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HudBand,
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));
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}
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@@ -516,6 +572,7 @@ fn spawn_hud(
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},
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ZIndex(Z_HUD),
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SafeAreaAnchoredTop { base_top: SPACE_2 },
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HudColumn,
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))
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.with_children(|hud| {
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// Tier 1 — primary readouts. Score is the protagonist (HEADLINE);
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@@ -697,6 +754,7 @@ fn spawn_action_buttons(
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},
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ZIndex(Z_HUD),
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SafeAreaAnchoredTop { base_top: SPACE_2 },
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HudActionBar,
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))
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.with_children(|row| {
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// The trailing `order` argument feeds `Focusable { group: Hud, order }`
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@@ -2223,6 +2281,82 @@ fn update_hud_typography(
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}
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}
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#[allow(clippy::type_complexity)]
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fn apply_hud_visibility(
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hud_vis: Res<HudVisibility>,
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mut nodes: Query<
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&mut Visibility,
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Or<(With<HudBand>, With<HudColumn>, With<HudActionBar>)>,
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>,
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window_entities: Query<(Entity, &Window)>,
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mut resize_events: MessageWriter<WindowResized>,
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) {
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if !hud_vis.is_changed() {
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return;
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}
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let v = if *hud_vis == HudVisibility::Visible {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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for mut node_vis in &mut nodes {
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*node_vis = v;
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}
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if let Some((entity, window)) = window_entities.iter().next() {
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resize_events.write(WindowResized {
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window: entity,
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width: window.resolution.width(),
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height: window.resolution.height(),
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});
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}
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}
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fn restore_hud_on_modal(
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new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
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mut hud_vis: ResMut<HudVisibility>,
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) {
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if !new_scrims.is_empty() {
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*hud_vis = HudVisibility::Visible;
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}
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}
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#[cfg(target_os = "android")]
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fn toggle_hud_on_tap(
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mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
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drag: Res<DragState>,
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scrims: Query<(), With<ModalScrim>>,
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paused: Option<Res<PausedResource>>,
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mut tracker: ResMut<HudTapTracker>,
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mut hud_vis: ResMut<HudVisibility>,
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) {
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use bevy::input::touch::TouchPhase;
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if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
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tracker.start_pos = None;
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return;
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}
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for event in touch_events.read() {
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match event.phase {
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TouchPhase::Started => {
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tracker.start_pos = Some(event.position);
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}
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TouchPhase::Ended if drag.is_idle() => {
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if let Some(start) = tracker.start_pos.take() {
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if (event.position - start).length() < HUD_TAP_SLOP_PX {
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*hud_vis = match *hud_vis {
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HudVisibility::Visible => HudVisibility::Hidden,
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HudVisibility::Hidden => HudVisibility::Visible,
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};
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}
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}
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}
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TouchPhase::Canceled | TouchPhase::Moved => {
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tracker.start_pos = None;
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}
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_ => {}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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